MapObjStatePlayerHold class

Base classes

class al::ActorStateBase

Constructors, destructors, conversion operators

MapObjStatePlayerHold(al::LiveActor* actor, const sead::Vector3f& localOffset, const sead::Vector3f& localRotate)

Public functions

void initUseColliderPush(f32 pushForce)
void initShadowMaskDropLengthCtrl(const char* shadowMaskName)
void appear() override
void kill() override
void attackSensor(al::HitSensor* self, al::HitSensor* other)
auto receiveMsgNoRelease(const al::SensorMsg* message, al::HitSensor* other, al::HitSensor* self) -> bool
auto receiveMsgRelease(const al::SensorMsg* message, al::HitSensor* other, al::HitSensor* self) -> bool
void prepareThrowCollide()
auto receiveMsgCancel(const al::SensorMsg* message, al::HitSensor* other, al::HitSensor* self) -> bool
auto tryStartCarryFront(const al::SensorMsg* message, al::HitSensor* sensor) -> bool
auto tryStartCarryFrontWallKeep(const al::SensorMsg* message, al::HitSensor* sensor) -> bool
auto tryStartCarryUp(const al::SensorMsg* message, al::HitSensor* sensor) -> bool
void tryCancelHold(al::HitSensor* sensor)
void updateCollider(al::HitSensor* sensor)
void exeHold()
void init() virtual
auto update() -> bool virtual
void control() virtual
auto isDead() const -> bool
auto getNerveKeeper() const -> NerveKeeper* virtual
void initNerve(const Nerve* nerve, s32 stateCount)
void updateNerve()

Protected variables

LiveActor* mActor

Function documentation

void MapObjStatePlayerHold::init() virtual

bool MapObjStatePlayerHold::update() virtual

void MapObjStatePlayerHold::control() virtual

bool MapObjStatePlayerHold::isDead() const

NerveKeeper* MapObjStatePlayerHold::getNerveKeeper() const virtual

void MapObjStatePlayerHold::initNerve(const Nerve* nerve, s32 stateCount)

void MapObjStatePlayerHold::updateNerve()

Variable documentation

LiveActor* MapObjStatePlayerHold::mActor protected